Animation: Weight Paint select more/less for faces #105607
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@ -422,8 +422,8 @@ void paintface_select_linked(struct bContext *C,
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/** Grow the selection of faces.
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* \param face_step If true will also select faces that only touch on the corner.
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*/
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void paintface_select_more(struct bContext *C, struct Object *ob, bool face_step);
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void paintface_select_less(struct bContext *C, struct Object *ob, bool face_step);
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void paintface_select_more(struct Mesh *mesh, bool face_step);
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void paintface_select_less(struct Mesh *mesh, bool face_step);
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bool paintface_minmax(struct Object *ob, float r_min[3], float r_max[3]);
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void paintface_hide(struct bContext *C, struct Object *ob, bool unselected);
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@ -350,13 +350,9 @@ void paintface_select_linked(bContext *C, Object *ob, const int mval[2], const b
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paintface_flush_flags(C, ob, true, false);
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}
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void paintface_select_more(bContext *C, Object *ob, const bool face_step)
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void paintface_select_more(Mesh *mesh, const bool face_step)
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{
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using namespace blender;
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Mesh *mesh = BKE_mesh_from_object(ob);
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if (mesh == nullptr || mesh->totpoly == 0) {
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return;
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}
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bke::MutableAttributeAccessor attributes = mesh->attributes_for_write();
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bke::SpanAttributeWriter<bool> select_poly = attributes.lookup_or_add_for_write_span<bool>(
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@ -398,40 +394,32 @@ void paintface_select_more(bContext *C, Object *ob, const bool face_step)
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select_poly.finish();
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select_vert.finish();
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paintface_flush_flags(C, ob, true, false);
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}
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Sybren A. Stüvel
commented
The condition can be avoided by doing something like:
Not sure if it's worth it though, you choose @ChrisLend. Could be applied below as well. The condition can be avoided by doing something like:
```cpp
const bool has_selected_neighbour = poly_has_selected_neighbor(...);
select_poly.span[i] |= has_selected_neighbour;
```
Not sure if it's worth it though, you choose @ChrisLend. Could be applied below as well.
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static bool poly_has_unselected_neighbour(const MPoly &poly,
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blender::Span<MLoop> poly_loops,
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static bool poly_has_unselected_neighbour(blender::Span<MLoop> poly_loops,
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Hans Goudey
commented
Blender uses American English spelling, so Blender uses American English spelling, so `neighbor` instead of `neighbor`
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blender::Span<MEdge> edges,
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blender::BitVector<> &verts_of_unselected_faces,
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blender::BitSpan verts_of_unselected_faces,
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const bool face_step)
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{
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for (const MLoop &loop : poly_loops.slice(poly.loopstart, poly.totloop)) {
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for (const MLoop &loop : poly_loops) {
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Hans Goudey
commented
It might be clearer for these functions to have slightly lower level arguments, like It might be clearer for these functions to have slightly lower level arguments, like `(Mesh &mesh, const bool face_step)` in this case. That separates the abstraction levels more clearly, and means this function could be used in other situations where the context is different or the update tags aren't the same.
This might be my limited understanding of C++ but I can't get this to work. Edit since it seems to not have linked to your comment. This might be my limited understanding of C++ but I can't get this to work.
Could it be that because the header file is `ED_mesh.h` meaning it's pure C so it doesn't understand references?
Edit since it seems to not have linked to your comment.
It was about passing in `Mesh &mesh` instead of bContext and Object
Hans Goudey
commented
Yeah right, a couple options-- keep a function with this signature in the public header, and a static function with the signature I suggested, or use the signature I suggested with a pointer instead of a reference (that's probably the better option IMO). Mainly I think it's nice to avoid just using the object argument to retrieve the mesh, and it's nice to avoid the null check because this function really shouldn't be concerned with whether there is no mesh, that's the job of somewhere else. Yeah right, a couple options-- keep a function with this signature in the public header, and a static function with the signature I suggested, or use the signature I suggested with a pointer instead of a reference (that's probably the better option IMO).
Mainly I think it's nice to avoid just using the object argument to retrieve the mesh, and it's nice to avoid the null check because this function really shouldn't be concerned with whether there is no mesh, that's the job of somewhere else.
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const MEdge &edge = edges[loop.e];
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bool unselected_neighbor = false;
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if (face_step) {
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unselected_neighbor = verts_of_unselected_faces[edge.v1].test() ||
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verts_of_unselected_faces[edge.v2].test();
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if (verts_of_unselected_faces[edge.v1] || verts_of_unselected_faces[edge.v2]) {
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ChrisLend marked this conversation as resolved
Outdated
Hans Goudey
commented
Replace the Replace the `BitVector` reference with `const BitSpan`, that will give a better idea of ownership and the fact that this doesn't need to modify the data.
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return true;
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}
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}
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else {
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unselected_neighbor = verts_of_unselected_faces[edge.v1].test() &&
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verts_of_unselected_faces[edge.v2].test();
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}
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if (unselected_neighbor) {
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return true;
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if (verts_of_unselected_faces[edge.v1] && verts_of_unselected_faces[edge.v2]) {
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Hans Goudey
commented
It's not a big deal, but the function could be a bit simpler without the It's not a big deal, but the function could be a bit simpler without the `unselected_neighbor` variable. It's nice to assign a variable a meaningful value in the same expression you initialize it, and that's not really the case here. Given the function name, returning early reads as "poly has an unselected neighbor" anyway.
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return true;
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}
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ChrisLend marked this conversation as resolved
Outdated
Hans Goudey
commented
What do you think about removing the What do you think about removing the `.test()` and using `BitRef`'s implicit bool conversion?
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}
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}
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return false;
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}
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void paintface_select_less(bContext *C, Object *ob, const bool face_step)
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void paintface_select_less(Mesh *mesh, const bool face_step)
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{
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using namespace blender;
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ChrisLend marked this conversation as resolved
Outdated
Hans Goudey
commented
I assume you're using I assume you're using `std::vector<bool>` because it works as a bitmap internally? `blender::BitVector` should be a better choice here. See the reasoning at the top of that header.
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Mesh *mesh = BKE_mesh_from_object(ob);
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if (mesh == nullptr || mesh->totpoly == 0) {
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return;
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}
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bke::MutableAttributeAccessor attributes = mesh->attributes_for_write();
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bke::SpanAttributeWriter<bool> select_poly = attributes.lookup_or_add_for_write_span<bool>(
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ChrisLend marked this conversation as resolved
Outdated
Hans Goudey
commented
Small thing, but maybe it's a bit clearer to write Small thing, but maybe it's a bit clearer to write `polys.index_range()` than `select_poly.span.index_range()`. That's just semantically closer to the goal of iterating over all polys.
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@ -446,7 +434,7 @@ void paintface_select_less(bContext *C, Object *ob, const bool face_step)
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BitVector<> verts_of_unselected_faces(mesh->totvert, false);
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/* Find all vertices of unselected faces to help find neighboring faces after. */
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for (const int i : select_poly.span.index_range()) {
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for (const int i : polys.index_range()) {
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if (select_poly.span[i]) {
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continue;
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}
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@ -462,15 +450,16 @@ void paintface_select_less(bContext *C, Object *ob, const bool face_step)
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continue;
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}
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const MPoly &poly = polys[i];
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if (poly_has_unselected_neighbour(
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poly, loops, edges, verts_of_unselected_faces, face_step)) {
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if (poly_has_unselected_neighbour(loops.slice(poly.loopstart, poly.totloop),
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edges,
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verts_of_unselected_faces,
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Hans Goudey
commented
`vert_index` -> `vert` here too, though I mentioned that in chat
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face_step)) {
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select_poly.span[i] = false;
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}
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}
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});
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select_poly.finish();
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paintface_flush_flags(C, ob, true, false);
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}
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bool paintface_deselect_all_visible(bContext *C, Object *ob, int action, bool flush_flags)
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@ -695,8 +695,16 @@ void PAINT_OT_face_select_all(wmOperatorType *ot)
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static int paint_select_more_exec(bContext *C, wmOperator *op)
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{
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Object *ob = CTX_data_active_object(C);
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Mesh *mesh = BKE_mesh_from_object(ob);
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if (mesh == NULL || mesh->totpoly == 0) {
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return OPERATOR_CANCELLED;
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}
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const bool face_step = RNA_boolean_get(op->ptr, "face_step");
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paintface_select_more(C, CTX_data_active_object(C), face_step);
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paintface_select_more(mesh, face_step);
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paintface_flush_flags(C, ob, true, false);
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ED_region_tag_redraw(CTX_wm_region(C));
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return OPERATOR_FINISHED;
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}
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@ -718,8 +726,16 @@ void PAINT_OT_face_select_more(wmOperatorType *ot)
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static int paint_select_less_exec(bContext *C, wmOperator *op)
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{
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Object *ob = CTX_data_active_object(C);
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Mesh *mesh = BKE_mesh_from_object(ob);
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if (mesh == NULL || mesh->totpoly == 0) {
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return OPERATOR_CANCELLED;
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}
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const bool face_step = RNA_boolean_get(op->ptr, "face_step");
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paintface_select_less(C, CTX_data_active_object(C), face_step);
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paintface_select_less(mesh, face_step);
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paintface_flush_flags(C, ob, true, false);
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ED_region_tag_redraw(CTX_wm_region(C));
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return OPERATOR_FINISHED;
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}
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Canonical variable name for the edges of a face is
poly_edges